This is an unpolished but complex and amusing parser game made by a kid.
It's strongly based on different Nickolodeon series, starting with the Loud House.
Here's my rating:
-Polish: For a kid making a parser game, it's great. Otherwise, it has numerous problems, most of which could be solved by time and practice.
-Descriptiveness: Most of the details are left out, relying on your knowledge of the shows or of classic tropes to fill in the details.
+Emotional impact: I thought it was fun and funny, especially the slime's riddle solutions
+Interactivity: It was straightforward but manage to cook up a lot of surprises. Some bugs but intfiction hints helped me out.
+Would I play again? With my kid, yeah
This game is part of the list of great twine/ink games on itch that I found here.
This game has a setup that is partly a personality test and partly an intro to a supernatural-themed version of the SCP foundation (complete with the motto 'Observe, Learn, Protect'). You are handled a big sheaf of background world-building and given a test to see 'what kind of agent are you?'
Then there is a narrative section about you returning to your hometown, which the player quickly realizes is very anomalous.
The game cuts out quickly after that. Everything up to this point is great; the trouble is that the 'core gameplay' hasn't really been shown yet, which means that we haven't really seen how romance, combat, or investigation will work. In my experience, this makes such games more difficult to complete, so I wish the author all the best. Either way, I'd definitely play more games by this author.
This game is complex and rich for a small game written for a jam. You are a djinn and have the power to APPRAISE objects to see what they're made of, then to SWAP similar objects.
John Evans used to write games with similar powers a couple decades ago, and those games didn't have many restrictions on what you could swap or summon or create, so it often ended up buggy and a mess.
This game gets around that problem by putting very tight restrictions on what you can and can't swap. In fact, there was only a single pair of objects I found in the entire game that I could swap, although I'm sure there are more out there. Overall, I found the game well-implemented and fun.
This game takes the basic premise of the PunyInform jam (starting in a pub with a knife through a note in the wall) and take it in some fun directions. I enjoyed seeing the author's backstory developed for the main character.
The puzzles generally aren't too hard once you know what you need to do, although, like most of the games in the jam, it would benefit the most from more beta testing.
The main idea of this game is that you are a sort of revenant or mummy that can be resurrected over and over by use of a mystic knife. You have to speak with an inspector to help solve crimes. It's mostly a prologue of a longer story idea.
This game has you exploring an abandoned town after exiting the broom closet of a pub.
Most locations are described in little detail. Puzzles are fairly dependent on searching, but past that the puzzles involve some tricky wordplay/intelligence test-style thinking.
The game has some good moments but overall felt a bit frustrating. It was not polished, but was fairly descriptive. The interactivity didn't work well for me, and I don't intend on playing it again. However, some parts were satisfying to figure out/complete.
Having now played several punyinform games in a row, I now realize that many design features I thought were poor choices are actually 'baked in' to punyinform: specifically no UNDO and pedantic phrasing for disambiguation.
It also seems that most games in this PunyInform jam were written by newish players who aren't part of a culture of intense beta testing or familiarity with recent parser games.
So that puts a lot of things in perspective. Given this background, this game isn't that bad. I had to look at the itch page for some hints on how to proceed from time to time, but besides that it's fairly straightforward. You have a few chores to complete before your boss arrives, and much of the difficulty is figuring out the right commands to fulfill the actions required.
The one thing that elevated this game for me was an excellent puzzle involving cigarettes. I've never seen a puzzle quite like this and I think I might nominate it for an award next year, if I remember.
This PunyInform game was made by a parent-child team, and it's pretty complex for a game made that way, but not as complex as most finished games made for competitions are.
Your pub has been cursed by a ghost until you make a drink for them. Each component of the drink is found by solving a different puzzle.
The number one thing the game could use is more feedback from testers, who could have caught things like undescribed objects, exits not listed in the room description, variations for trying to figure out what to do with the shaker, etc.
I tend to be very positive in reviewing but almost every interaction I had with this game was troubling.
Leaving the first room puts you immediately in a losing position, where you have to answer a question or die. I only figured out what to do by googling, hoping that it was an obscure reference, and I found out that it was (I read the books years ago and loved them, but I didn't form a strong memory of this particular creature).
After the first room, most reasonable directional commands don't work, requiring the use of 'ENTER ---' instead. An object that is essential to the game is undescribed and can't be interacted with most verbs (that describes several objects). The main way of gaining points is a verb that is nowhere indicated in the game. And the final puzzle of ending the game requires an exact, non-idiomatic three-word phrase ((Spoiler - click to show)BOARD SHIP REALLY).
Fortunately for the author, all of this is avoidable in the future by having more testers. If this had been tested by a few people who could give good feedback, it would be just fine, and so it casts no aspersions on the author's skill.
Edit: Also, UNDO is disabled, despite having insta-deaths without warning.
This game pulls off a difficult feat: there are 3 characters you can play as and you can swap between them at will. That's fairly difficult to pull off, but the game does well.
Puzzles are reasonable, as intended for a 'tutorial'-type game. The story is kind of random, but the characters are well-defined, have distinct personalities and see and interact with the world in different ways.
Your friend ends up locked in a strange compound after a tour and needs help escaping. You have to go and save him!
Overall, I didn't feel a real emotional investment in this game, but it was pleasant, one of the smoothest to play out of this game jam.
I beta tested this game.
In this vorple/inform game with illustrations of plants, you play as a young creature eager to eat every magical plant you can get your hands on.
As per the text adventure literacy jam rules, you are expected to only use 2-word inputs and have simple language.
Caleb is a great author, and this game shares features with his earlier work, Starry Seeksorrow. It is intended for kids, but I enjoyed the puzzles, and I especially appreciated that solving them all is not necessary for winning. When I beta tested, I missed a couple the first time around.
Somewhere between the time I tested and the time it got put up on itch, the vorple framework seemed to get weird (maybe from itch interactions?), so that each image only shows up halfway until more text appears underneath it (such as when hitting enter).
It's a simple game, but I'm giving it a 5 as I found it polished, descriptive, enjoyed the interactivity, felt an enjoyable emotional impact, and would play again (and did play again!)